Unlocking Web3 Gaming on Mobile
Get distribution to the massive mobile gaming audience for your Web3 game
A decade of Product and Growth experiences working on Axie Infinity, Pokémon GO, Figure 1, Rakuten Kobo, and Facebook. (Twitter | LinkedIn)
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Mobile gaming constitutes more than 50% of the gaming market in terms of revenue. However, Web3 games are still facing challenges getting approval from mobile app stores due to the stringent policies set by Apple and Google. Gaining entry into the app stores is crucial for mobile distribution.
In this post is a model for building games that can:
be approved by mobile app stores for mobile distribution
maximize the potential audience via free-to-play (F2P)
allow for seamless and motivated transition of Web2 players to onboard to Web3 game components
have built-in systems to maintain a balanced token economy
The Model
The basic F2P loop in green allows accessibility for all players regardless of their willingness to spend. All of that gameplay happens off-chain. Next, we add the purple part that encompasses In-App Purchases (IAPs) made through native Android Google Play and iOS App Store rails. All of that is a typical Web2 F2P mobile game. The blue part is where we add all the Web3 components.
To maintain a tightly controlled economy with low risk of inflation, only two types of assets can be minted on-chain in this model:
IAPs purchased through cash - these assets have low risk of inflation as players have to spend money directly to acquire them.
Assets that can only be earned using IAPs that are consumed or degraded - the volume of mint-able assets that can be earned in a game are limited by how much players are willing to spend, making the risk of inflation low.
For instance, players can earn a mint-able Legendary Rune by defeating a Dragon with a Legendary Sword, which can only be obtained through an In-App Purchase. After defeating the Dragon, the Legendary Sword is severely degraded or consumed altogether.
All mint-able assets are obtained in-game, ensuring content parity for Web2 and Web3 players. Web2 players need not interact with the blockchain if they prefer not to, but they still have access to all the content.
The app stores will not flag the game for having content and "functionality" obtainable outside of the game, as all content is obtainable in-game, and all purchases give the stores their 30% cut.
For all mint-able assets obtained, players can choose whether to mint them on-chain. If they don't want to interact with Web3 components, they don't have to. They can keep all their assets off-chain and play as a Web2 game. Note that Web2 players will naturally accumulate mint-able assets as they play and spend. If they are informed and educated that these assets can have real-money value and be traded if minted, they would be motivated to mint them for those additional benefits.
Final Thoughts
This model aims to facilitate the development of an immersive game that incorporates Web3 game mechanics, can be distributed on mobile platforms, and has a scalable economy. There are of course a plethora of other considerations that need to be considered when developing a game, such as the effect of tradable assets on the overall game progression or deeper Web3 components desired that may violate app store policies.
Furthermore, there are various modifications and adaptations that can be incorporated into this model that may also yield fruitful outcomes. It's important to note that this is merely one of numerous models that could potentially be applicable for your game. Ultimately, the effectiveness of any given model is contingent on whether or not it aligns well with the game's goals and mechanics.
I like that you can either earn, or buy on-chain mintable assets, and all assets come from off-chain play or purchase.
The tougher punch is for the ecosystem that wants to use those assets that have been minted. (i.e, they mint a legendary sword in Game A, will Game B be allowed on the store if it recognizes that legendary sword?)
So a lot of the value of web3 ('inter-op') isn't accounted for. Future post?
If I understand correctly, players can only EARN if they make IAPs, won't it make the game Pay-to-Earn instead of Play-to-Earn like how a lot of the old Web3 games market themselves? Or am I missing something?